
Solve puzzle panels and uncover the meaning of the symbols within. Explore a dense world where secrets are hidden in plain sight.
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Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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This game is really clever and fun while solving the puzzles. Sure, as many reviewers mentioned, it's "The Witness" flattened, but the puzzles are different, and have interesting mechanics. Unfortunately, the world design is infuriatingly frustrating. I don't know, maybe it's just me, but I feel like I have to spend nearly as much time looking for paths through the messy 2D map that looks like it's meant as "time padding". If you love "Where is Waldo?" style puzzles, it might be fun for you. I don't. What worked in "The Witness" really well (as far as I remember) was the build-up of each mechanic. Here, you can land randomly into the middle of a puzzle progression. While the easy "tutorial" puzzles for that mechanic are somewhere else. Don't get me wrong. I don't think this game is too hard. It's simply a mess.
类见证者解谜游戏,无论是画面还是谜题设计都能看出精心程度 但是难度曲线较见证者更为陡峭,且许多进阶机制的验证反馈不足,非常不推荐新手游玩 对于已经熟悉《见证者》的玩家,请做好慢工出细活的准备 许多进阶级谜题都需要一段时间才能完成,尤其是红色线缆串联的谜题,该类谜题的难度[b]非常高[/b],必须对各类机制及其补充机制有十足的理解才能上手 顺带一提,本作在9月9日左右会出现史低特价,如果耐得住的话可以等当天入手
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Languages: English, French, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish, Estonian +1 more
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A very good Witness-like. Essentially, you solve plenty of puzzles with the same kind of mechanic (toggle tiles on or off) but variable rules that you first have to figure out, All puzzles are solveable without a walkthrough and the game does its best to teach amd guide you. Though you have to bring patience and willingness to spend time to learn and think through what the game is asking you to do. But even if you lack the patience or puzzle-solving skills you could still use a walkthrough and enjoy the creative design, the pixel art and the soundtrack.
I am colorblind, there is a red puzzle early on which asks me to differentiate between two shades of (presumably) red. I cannot. This is an easy problem to solve. I don't understand why its still here in games in 2022 (ok, its not 2022 anymore but still). The solution comes in many many flavors, you could put a filter over the entire screen that shifts the colors to different ones, you can use symbols (ok probably not for this puzzle), you can just not use color at all. You have so many options, ones that the dev even wrote about in a blog. Where are they. That rat bastard john blow did the same thing, and that made that game suck more too (he is also a reprehensible human being), why you gotta follow in his footsteps?
This is kind of a difficult game to review. It's very similar to a certain other higher profile game that you will see named dropped in all the other reviews. It is not as good or expansive as that game. So, to somebody who's played this can I recommend this imitation? Well, it's been a few years now since the Witness came out. Maybe it would be fun to do something similar, without re-solving something so enormous. As a stand alone product without any knowledge of the Witness, I would say this is pretty cool, but on the other hand I do have knowledge of the Witness and I would definitely not recommend playing this game first if you haven't played that one because it does include a few of the exact same ideas and it would spoil the game a bit. But yeah, as someone who quite liked the Witness when it came out (the nothingburger of the plot and ending not withstanding) It's kind of fun to have a somewhat different version of it that's playable on my laptop. My criticism is the walking around. i think with this 2-D sort of game it would be better to just zoom out to a map and zoom in on a puzzle. The store page makes a big deal about there being no pixel-hunting in this game for some reason. Well going back and looking for a puzzle you skipped isn't exactly totally dissimilar from pixel hunting.
Very focused, and yes, very much like The Witness. You are learning and then applying a grammar of shapes and rules. It rewards wandering and exploring, and doesn't hold your hand.
I unfortunately bounced off this one. It wasn't one thing really, but I didn't find the learning portion of puzzle solving to be very concrete. Ambiguous lessons drew incorrect conclusions and that can compound into something really frustrating. Especially when it can be unclear if I've stumbled into the "beginning" of an area. I don't know, I solved a couple areas and I simply wasn't excited to learn a new ruleset. If the puzzles do click for you, I suspect there is some great content in here. It's got a nice visual style and some mystery to the world. Maybe I'll give it another shot in the future.
I got this as part of the puzzle Humble Bundle, and honestly this game by itself makes that bundle worth it. It's a bit reminiscent of the witness, except much better designed and in 2D. It's generally quite clear when a puzzle you encounter requires kowledge gained from a different area of the map, and these more advanced puzzles are almost never the first one you encounter when entering an area (the only exception I've found to this is the lone tree on the lake in the west of the map, which didn't strike me as particularly complicated on first approach and which is basically incomprehensible without visiting the orchard area, an area that is particularly poorly connected so you are unlikely to stumble upon. This is made worse by the lake tree being extremely present on the map, giving the impression that it is an area in its own right). It achieves this by approaching the layout more like a metroidvania than an open world - puzzles that require knowledge from different zones are placed and sometimes locked behind puzzles that don't, regardless from which direction you enter an area - shortcuts between more advanced corners of each area are generally only unlocked after completing puzzles in both areas. The slight downside to this is that the map can be frustrating to navigate sometimes, since adjacent areas might not be connected at all or require you to essentially zigzag up/down stairs or around fences and the like. [spoiler]This is mitigated somewhat by the fast travel system, though, which I only realized wasn't just a map on the third day of playing lol[/spoiler]. The introductory puzzles of each area do a great job of explaining the mechanics without directly telling you them - they typically start off with a puzzle which is so small that random guessing can give you the right solution, while visually giving you some idea about what the mechanic is about. They then continue giving puzzles that progressively rely on a more specific understanding of the rules, allowing you to start with a vague idea of how the mechanic sort of works and end up with knowing the exact rules. [spoiler]for example the number mechanic starts you off with just dots that have to be seperated - you might interpret these as being specific tetris shapes you have to make, or as tiles that need to be seperate in general, etc. it then presents you with puzzles where it is impossible to seperate them all to teach you that they can be connected, etc.[/spoiler] Basically each time it presents you with a puzzle where a misinterpretation of the rules leads to a contradiction, whilst being a relatively simple puzzle to make it not too difficult to figure out what the correct interpretation is. The mechanics are different enough to warrant different methods of solving them, with some mechanics simply being about perception, some being more geared towards geometric intuition, and some being solveable in a similar fashion as minesweeper. In general the larger puzzles can be approached systematically, although some intuition and insight will help expedite the process. The marker tool helps with this, although having more colours available would be nice, especially on the walking puzzles (since I want to be able to mark "must be on" and "must be off" while being able to try things on the board. Normally I use the marker to mean "I know this tile must be what I set it to" and then just turn the tile on/off, allowing me to play around with the remaining tiles. Walking puzzles make this impossible since I can't toggle arbitrary tiles, so I only end up being able to mark either what tiles I know need to be on or which tiles I know need to be off, not both). I was also inclined to pull out pen and paper for the puzzles in the black area, though with those it ended up being the case that [spoiler]at least one of the partial puzzles was very restrictive, so marking another partial puzzle on top of the last one was sufficient. [/spoiler] Oh lastly the more hidden puzzles were kinda fun, but it would be nice to have some sort of indication of when a hidden section is done, both so you don't waste time looking and also for a bit of that victorious feeling.
A good blend of puzzles that made me feel very smart and very stupid. I did find a few went beyond the limits of an enjoyable challenge—too many pieces, too quick to add rules and complexity, too busy or subtle to visually parse—but the majority of what here is clever and rewarding. Big ups to the nerds who not only put in the work to solve these puzzles on their own, but then went on to write guides and hints for the rest of us who couldn't be bothered.
The Witness is a better value on sale, but if you've had your fun with that, this is a high-quality après while you wait for Order of the Sinking Star. Great music.
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